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Showing content with the highest reputation on 04/04/2019 in all areas

  1. These are old, so I don't remember the context exactly. I think it involved Captain telling us to finish BSA at all cost about 15 minutes before the round end. We have chosen this location because CE was useless/dead/gone/whatever. Good thing Captain was so dumb we looked remotely responsible in comparison.
    4 points
  2. tg did merge a system that would give you points for playing certain roles that would "increase" your chances of being antagonist. However, that system was extremely flawed and broken and was never enabled on tg. The key issue was that it would only increase your chances by reducing other people's chances to be antag. Assuming that we solved that problem though (in some rounds, we would simply have more antags than would usually be added. In that github thread I proposed a few suggestions that would fix the issue), there's a few reasons why I don't think such a system would fit with this server. I don't think we want to overvalue antagonist status. Some people already really like being antag, other people like being either, and some portion of players just don't like being antag. Obviously, I won't blame you if you prefer playing antag over normal crew member, but imo trying to develop your non-antag experiences a little further will help make your non-antag rounds a bit more enjoyable as opposed to just playing it out to roll for the next round. I think our server atmosphere would be negatively impacted if we were to focus heavily on antag status. That's why we have a karma system rather than an antag token system. There's also a lot of implementation issues, like how to count the playtime toward increasing your chances of being antagonist. tg's system put a point value on each job. If we didn't care about jobs, then there's still the weirdness of giving you antag% by the minute. Basically, it's a lot of work for no particular reason, since as bad as rng is sometimes, over the long run, it gives everyone a fair shot at being antag. And then there's round flow issues. Assuming we're not taking other people's antag% for your antag% to increase, in some rounds, we will have more shadowlings or cultists than usually prescribed. That could throw off the flow of the round significantly. Basically, while it would be nice to smooth out rng a little bit, there's a lot of complications that make it not really worth the time and effort.
    2 points
  3. I have a few suggestions regarding terror spiders as of late, in particular in light of the new crit system. The first idea I'll get out of the way immediately: Allow Terror Spiders to wrap critically injured, fallen targets. This should be done for obvious reasons, but if it is not clear I will explain why: The new crit system allows people to survive being actively bitten repeatedly with their damages going well above 200. It takes way too long for them to die if hit-and-run is the tactic of choice for spiders that need to feed; greens in particular. This should not be hard to implement as revenants probably use a similar check condition for absorbing lifeforce from unconscious targets. Now onto the fun stuff with the change to wrapping suggestion out of the way: Yellow and Blue Terror Spiders. An ominous-looking spider, yellow in hue with jagged black markings. It spasms constantly, and a metallic-looking slurry drips from its jaws. Yellow Terror Spiders could be a Tier 1 or possible Tier 2 specialist that injects Teslium on bite, causing victims to occasionally be stunned every so often once they are bitten. Yellows wouldn't have much HP or direct damage but would make up for it with the highly disruptive bites and decent speed. Yellow Terror webbing could be done in several different ways: My thoughts would be to call them 'Static Webs' and have the webbing have a chance to electrocute those who try to melee the web without insulated gloves on. An ominous-looking spider, blue in coloration. Its breath is foggy and its pale eyes stare coldly at its surroundings. Blue Terrors could be another specialist: They themselves would not be very fast, about as slow or as slow as Reds, and their damage would also be low, but would make up for it with having a good amount of HP and the ability to inject Frost Oil into its bite victims, slowing them down to allow the likes of Reds to catch up. Blues could have a vulnerability to burn to make up for having a high HP. Blue Terror webbing would be simple enough: 'frosted webbing' that applies Frost Oil to those who wander into the web. Perhaps lasers and other Burn sources could do extra damage to this kind of webbing while brute sources deal less damage. There it is: The changes to wrapping bodies is my biggest concern, and the two new spiders are fun little ideas I had in my head that I thought I'd share.
    1 point
  4. Yes, that's ancient crew. Charlie station is also called ancient station.
    1 point
  5. Thanks for taking the time to write out this full sized answer to my suggestion. I don't really have anything to add to the end conclusion that it would be too much work for too little payoff. If there's some kinda declined status for suggestions this one could probably be moved into that now.
    1 point
  6. Unlike the NTRep we can lynch the inspector.
    1 point
  7. I used to play hearthstone in the past but got bored overtime. I do still return sometimes to play some of the singleplayer content. I have to hand it to hearthstone some of the campaigns are really cool.
    1 point
  8. 4 headmins denying sergals. That's right, FreestylaLT came back for the sole purpose of telling you no
    1 point
  9. Multiply the target by 20, make that much blackpowder split between two bluespace beakers, make bomb done.
    1 point
  10. Three Greytiders attempting to wage war against security (And failing horribly at it)
    1 point
  11. I am Jr1423ye/JustAmmo and I approve of this suggestion.
    1 point
  12. Who`s a good seccie- Ow- Who`s a good seccie- Ow- Yes you are!- Ow- Yes you are!- Ow-
    1 point
  13. The issue is that even if you do try to make a fun gimmick, more often than not it will just result in security validing and perambrigging you: because you are an EoC after all. And in addition, most gimmicks are so destructive that they require hijack to do, anyways.
    1 point
  14. Chase Tireman's rad chair exhibit. Free entry in library maint! Ps: At some point a robot got into a discussion with me if wheelchairs counted as chairs. The end result of the discussion was the robot commiting suicide by powering itself down. I'm not sure if that counts as me having won.
    1 point
  15. you can never properly rob a person, to the effect of pointing a weapon at them and saying "stick 'em up!". Most players here (especially regulars) will resist and attempt to disarm you, and attack you with zero fear. Hostage situations are also a bust, as the hostage will either do option A as described above, or security will rush you with no regard for the hostage, as there is no reason not to.
    1 point
  16. Human centipede, and this was only what I could see from where I was, 2nd from the right. God knows how many more
    1 point
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